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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9054172" data-attributes="member: 27780"><p><strong><u>Dungeon Issue 80: May/Jun 2000</u></strong></p><p></p><p></p><p></p><p>part 2/5</p><p></p><p></p><p></p><p>Fortune Favors the Dead: Our tie-in adventure is ahead of it’s Dragon counterpart for a change, as their swashbucking special isn’t until July. We’re off to your world’s closest equivalent to Spain (Mystara/Red Steel players will find this particularly easy) for some treasure hunting. As is often the case, you’ve found part of a map, but someone else has the other parts and you’ll need to beat them first to unite them and get the full directions. First off, chase down notorious pirate Montova the Red and beat him in a dramatic ship-to-ship battle. Cross the desert to the village of Valencia, facing snakes, scorpions in your shoes and a bandito ambush. When you reach it, you’ll find it’s actually completely controlled by an even larger group of bandits and have to join forces with the local padre to free them to find the next piece of the map. Unfortunately, this is hidden in a nearby prison. You’ll need to either use magical stealth or go in as prisoners then figure out how to break out to get it. Then, to get the final fragment, you’ll need to break into the villa of the despotic baron of the region, who probably won’t be inclined to negotiate with you due to the stuff you did in the previous part, but that still leaves you the stealthy larceny or violent approaches open. Finally, once you have all the pieces, that’s several more days across tough desert terrain, beating the ghost of the guy who buried the treasure in the first place and figuring out the logistics of getting 700lb of gold back to anywhere you can spend it. While technically made up of half a dozen setpieces you have to go through in a linear fashion, the adventure as a whole feels like it would take rather longer than a single 4 hour slot to play out, with some expandable to take up whole sessions in themselves. (particularly if the prison part doesn’t go smoothly) Not my favourite type of adventure, but still a cut above typical tournament fare, with plenty of room for players to come up with ingenious solutions to the individual challenges and engage in dramatic derring-do & repartee. If your tastes run more towards a preset story than mine it’s a pretty good example of it’s type.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9054172, member: 27780"] [b][u]Dungeon Issue 80: May/Jun 2000[/u][/b] part 2/5 Fortune Favors the Dead: Our tie-in adventure is ahead of it’s Dragon counterpart for a change, as their swashbucking special isn’t until July. We’re off to your world’s closest equivalent to Spain (Mystara/Red Steel players will find this particularly easy) for some treasure hunting. As is often the case, you’ve found part of a map, but someone else has the other parts and you’ll need to beat them first to unite them and get the full directions. First off, chase down notorious pirate Montova the Red and beat him in a dramatic ship-to-ship battle. Cross the desert to the village of Valencia, facing snakes, scorpions in your shoes and a bandito ambush. When you reach it, you’ll find it’s actually completely controlled by an even larger group of bandits and have to join forces with the local padre to free them to find the next piece of the map. Unfortunately, this is hidden in a nearby prison. You’ll need to either use magical stealth or go in as prisoners then figure out how to break out to get it. Then, to get the final fragment, you’ll need to break into the villa of the despotic baron of the region, who probably won’t be inclined to negotiate with you due to the stuff you did in the previous part, but that still leaves you the stealthy larceny or violent approaches open. Finally, once you have all the pieces, that’s several more days across tough desert terrain, beating the ghost of the guy who buried the treasure in the first place and figuring out the logistics of getting 700lb of gold back to anywhere you can spend it. While technically made up of half a dozen setpieces you have to go through in a linear fashion, the adventure as a whole feels like it would take rather longer than a single 4 hour slot to play out, with some expandable to take up whole sessions in themselves. (particularly if the prison part doesn’t go smoothly) Not my favourite type of adventure, but still a cut above typical tournament fare, with plenty of room for players to come up with ingenious solutions to the individual challenges and engage in dramatic derring-do & repartee. If your tastes run more towards a preset story than mine it’s a pretty good example of it’s type. [/QUOTE]
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